/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
static void PlaySoundAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, const [UInitialActiveSoundParams](API\Runtime\Engine\Components\UInitialActiveSoundParams) * InitialParams )